Assisting someone who is in an Limited Engagement towards targets who cannot legally attack you.

Taking from a container in space that you do not have loot rights rights to.

Having a Suspect flag will make you a legal target for all other players.

CONCORD will NOT attack a character just for having a Suspect flag.

Global targets:

A player is a legal global target if he has a Suspect flag, a Criminal flag or is an Outlaw (has a security status below -5)

Limited Engagements

A Limited Engagement is a temporary flag between a pair of characters allowing them to legally fight each other.

A Limited engagement is created when a global target is attacked by someone who cannot be legally attacked back.

It will expire if no offensive combat occurs between the two characters for 5 minutes.

A list of all your Limited Engagements is displayed along with the other combat flags in the upper-left area of the client.

Overview settings

New overview options for Suspects, Criminals, Limited Engagement targets have been added. Existing overview settings should be checked to ensure the order of these states is correct for you.

Security status

The way that security status penalties are applied for illegal attacks has changed.

The penalty is now applied for any aggressive action that results in a Criminal or Suspect flag at the point that the first action occurs. (Previously a small penalty was applied upon the initial action, and then a larger penalty if the victim was killed without retaliation).

Criminal actions will give a larger penalty than Suspect actions. The penalty is modified based on the security-level of the location, and the difference in security status of the attacker and defender.

Sentry guns

Sentry guns will only respond to anyone who incurs a security status penalty in their vicinity.

A character with sentry aggression that leaves the vicinity (by warping away) and then returns will no longer be considered a target for sentry guns, unless he commits another illegal attack.

They will not respond to illegal aggressions that occurred elsewhere – Attacking another player at a belt or other site and then warping to a gate/station will now no longer result in sentry aggression.

Sentry guns will no longer attack drones, only ships

Loot Rights

All containers in space (including wrecks) have associated loot rights, specifying who can legally take from them.

Taking from a container illegally will give the thief a Suspect flag.

If a container is owned by a character whom you can legally attack (due to war, engagements or any other reason), then you can legally take from that container.

Safety switch

A number of “Are you sure?” dialogs relating to committing illegal actions have been removed, and replaced with a Safety Switch system.

The safety switch has three levels: Full, Partial, and Off. The safety level can be set at any time via the new button on the ship HUD UI.

At login, the safety will always reset to Full.

Full Safety will prevent your ship from performing any action that results in a Suspect or Criminal flag.

Partial Safety will prevent your ship from performing any action that results in a Criminal flag, but will allow any Suspect acts without any further confirmation whatsoever.

Turning safeties off will mean that your ship will perform any action without further confirmation, even if that action will result in a Criminal or Suspect flag. Note that turning this off in high-sec will mean you can very easily become a target for CONCORD. You are fully responsible for what you do with this button!

Kill Rights

A Kill Right is now created when aggressing a ship illegally in hisec or aggressing a pod in lowsec.

To use a Kill Right now means activating a Suspect flag on the target of the Kill Right. The Suspect flag has a 15 minutes timer and allows anyone to legally engage the suspect.

If the target of a Kill Right is killed while a suspect, the Kill Right is used up (removed).

Players can make their Kill Rights available to other players. This is done through the Kill Rights panel in the character sheet.

Players can make their Kill Right available to everyone, or to specific entities like a corp or a character. They can also attach a price to activating the Kill Right.

Players can cancel availability on their Kill Rights, but this does not affect engagement already taking place.

Players are notified of changes in availability on a Kill Right where they are the target.

If a Kill Right leads to a kill (i.e. the Kill Right is used up), the Kill Report indicates whom the target was killed on behalf of.

There is a new overview and chat channel icon available for players to show those with available Kill Right

Can be manually set to salvage any wreck in range by targeting the wreck and choosing to salvage it.

Salvage drone blueprint is seeded on market.

Miscellaneous

Players can now elect to "safe log off" from the Esc menu or ship context menu; this can only be attempted while their ship is essentially inactive, and will remove their ship from space after thirty seconds. Logging off safely in this manner does not close the client and can be aborted at any time

ChangesScience and Industry

Rorquals can now use the ore hold for ore compression jobs, in addition to the cargo hold and the fleet hangar.

User Interface

Players now have more control over their searches. They can now search for Partial Terms, Exact Terms, Exact Phrase, and Only Exact Phrase

After hearing numerous cries of despair from our playerbase and sacrificing a few EVE Developers to the evil Python gods, it is now possible to buy offers in bulk from the Loyalty Point Stores. Just select a number on the contextual menu that appears when pressing “buy”.

Factional Warfare

Improved Alliance display to make it clearer when Factional Warfare is joined. This is shown on:

The login screen

Character sheet

Character, corporation and alliance show-infos

Corporation management and recruitment windows.

Factional Warfare complex naming and access restrictions have been revamped

“Minor” complexes have been renamed “novice” and now only accept tech1 frigates only (including navy or pirate - no tech2 variants allowed)

“Standard” complexes have been renamed “small” and now accept all frigates (including tech1, tech2 and all pirate / navy variantions) plus all destroyer variants (including tech1 and tech2 variations)

“Major” complexes (except for Compound and Stronghold types) has been renamed “medium” and now allow all frigate variations plus all cruiser variations (including tech1, tech2, pirate and navy variations but NOT tech3 cruisers)

“Major Compound” and “Major Stronghold” complexes have been renamed “Large Compound” and “Large Stronghold” and still have no ship restriction to enter

Factional Warfare complex layout has been altered

All capture beacons have been moved to 10km away from the warp-in point

Capture range have been set to 30km radius for all complexes, no matter their faction or sizes

Factional Warfare Complex NPCs have been overhauled

Complex NPCs have been reduced in numbers from 10-16 per room to either 1 or 2. NPCs will spawn one after the other, once a specific timer has elapsed

Complex NPC attributes have been changed to better suit a PvP environment while discouraging quick farming (very low damage output, average to high defenses, excellent mobility, no E-war, all use turrets)

World Shaping

A jump connection between Kurniainen (Bleak Lands) and Isbrabata (Metropolis) has been added

A jump connection between Siseide (Heimatar) to Eszur (Metropolis) has been added

A jump connection between Gulmorogod (Heimatar) to Egmar (Metropolis) has been added

1/10 and 2/10 static DED complexes have been moved to the exploration system

The 2/10 DED sites which could already be found through exploration have had their scanning difficulty increased slightly to be in line with other sites

War Changes

Added Retract War option for aggressor if defender has set war to mutual.

Removed multiplier for other wars when declaring war cost.War declaration cost now starts scaling sooner up for number of characters in defender corp/alliance. It will now start to increase with the 51st member and reach the ceiling of 500 million at 2000 members.

Ships

Retribution is our second-step iteration on our ship rebalancing initiative. Please refer to this Blog for more details.

This release affects 40 ships total, including frigates, destroyers and cruisers, 5 of which are new hulls (4 new destroyers and one new mining frigate)

Listed vessels below may have had their manufacturing mineral requirements adjusted through “extra materials” to reflect possible role changes

The Impairor Tracking Disruptor bonus has been increased from 10% to 15%

The Velator Remote Sensor Dampening bonus has been increased from 10% to 15%

The Reaper Target Painting bonus has been increased from 10% to 15%

Blockade Runners are now immune to cargo scanners

The Muninn text description was updated to bring it&#39;s formatting in line with other Tech II variant ships.

The description for the Coercer has been updated, changing "Royal Navy" to "Imperial Navy".

All ships have had their Meta Level adjusted in line with the balancing changes.

All rebalanced ships have had their descriptions updated to quickly tell you what they do.

Freighters and jump freighters have been upgraded with a jettison tube and can freely jettison, scoop and move items between containers. They are still not able to load or scoop assembled containers into their cargo hold, except freight containers.

Fury missiles: damage bonus increased, flight time reduced, penalties to explosion radius and velocity have been unified among all sizes of missiles

Rage missiles: damage bonus increased, changed flight time to match tech1 missiles, and penalties to missile velocity, explosion velocity and explosion radius have been unified among all sizes of missiles

All, yes all because CONSISTENCY DEMANDS IT, ammo descriptions (not counting missiles), have had their descriptions updated to list their bonuses.

The following small lasers have been renamed, because medium does not equal small:

Medium Pulse Laser I -> Small Focused Pulse Laser I

Medium Beam Laser I -> Small Focused Beam Laser I

Inventory

General

Added a breadcrumb showing the selected tab within a certain inventory window

Added the ability to navigate up a tree from the breadcrumb directly

Added Back and Forward buttons to the Inventory window

Added the ability to keybind Back and Forward shortcuts to the mouse through the Shortcuts menu

Added feedback blink on the Back and Forward buttons when using shortcuts

Implemented Back and Forward shortcuts for other windows in EVE that use them, the Show Info windows

The icons for collapsing and expanding the Index Tree and Filters has been changed so that it is not confused with the Back and Forward buttons

All Inventory windows have their unique name in the header which never changes when moving between different tabs in the Index Tree

The Filters tab is now collapsed by default but will persist as open when players leave it open

Index Tree will only open up collapsed by default when a tab is opened that does not have any children

Once players have set a certain state of the Index Tree of each Inventory window for the first time, that state will be remembered

Persistence

Inventory windows will persist their shape and size once the user has set them

Inventories of active ship will persist between sessions of undocking and docking

Inventories of Item hangar and Ship hangar will persist globally the way they are left in stations when undocking

Inventories of corporate hangars will persist individually per station with an office

All tabs within inventory windows will persist their state once the user has set them to a collapsed or expanded state

Inventory windows will persist their stack state between sessions

Inventory windows will persist their view modes once the user has set them to a specific state

Compact view vs. Normal view

Thumbnail, List view with thumbnails or list view

Settings

Added a settings option for the Inventory that will always show the full Index Tree in all inventory windows

Added a settings option to keep the filter value in the filter input box between inventory tabs

Moved the Settings icon below the header so that it is not shown multiple times when stacking inventory windows together

Inventory window settings for Player Owned Structures have been sorted into more category classes based on the type of structure they belong to.

Index Tree

Added the ability to scroll the Index Tree with the mouse scroll wheel while dragging items

Added the ability to scroll the Index Tree up or down while dragging items

Added the ability to scroll the inventory content area while dragging items inside of it

Hovering over a tab in the Index Tree while dragging items will no longer change the focus to that inventory location

Hovering over a tab in the Index Tree while dragging items will expand it and show it‘s children, if it has them

Implemented a mechanic of isolating inventories when they are opened directly from the Index Tree or by accessing them directly and not opening the main Inventory window

Added a better feedback when dragging tabs out of the Index Tree to open as separate window to give better indication that it is possible

Added a selection highlight on tabs that have active children, so that it is visible when the parent tab is collapsed

Inventory in Neocom

Added a new group in the EVE Menu called Inventory that has icons with direct access to certain Inventories and can be moved by players to the root of the Neocom for easy access.

Ship hangar and Item hangar are now available in the Neocom when accessible

Corporate hangar is now available in the Neocom when accessible

A new icon was created for direct access to Active Ship

Moved the Assets icon from the EVE Menu root to the Inventory group

Users can move ships to Item hangar and items to Ship hangar and the items will get sorted automatically to the correct loaction. This applies to the icons in the Neocom, in the Index Tree as well as dragging directly to the content area of these inventories

Open inventory locations will stack under their unique icon in the Neocom root, if the user has moved those icons there

Feedback indicators

When moving items between inventories, the client will always assume the player wants to move the item and not give any error message regarding stacking if the item being moved is dragged on top of another item that it can not be stacked with

If the players wants to stack to stackable items together he will get a highlight effect feedback which indicates the items can be stacked together. The successful stacking will also give a different audio feedback than regular item movement like it previously did

Locked items will have a lock icon in the upper-right corner in thumbnail view as well as slight greyed out state of the icon image, making a distinction between items that are being moved using shortcuts

When I want to move items using shortcuts (Ctrl-X & Ctrl-V) the items I am moving will have a greyed out state that differs from locked items

Divisions and containers that are restricted to players have a restrictions icon behind their name to indicate that there is a restriction on them

The restrictions icons will give a description of what type of restrictions they are in tooltip but also have a red color on the No Access icon and yellow color on Limited Access. Users can still drop items into divisions and containers will no access.

Containers will be unlocked by default instead of locked

Performance

The server/client notification mechanism of inventory operations was extended to allow any container to utilize ‚batch processing‘ when moving items around.

The ‚batch‘ processing of items being moved or changing hands, which previously was only used in station hangars, corp offices and ship cargo bay, was extended to cover all container types and locations which can hold multiple items at the same time. This means that the client will receive only one notification per operation from the server instead of one notification per item changed for the types affected.

Optimized how bookmark objects are fetched from the server increasing their response time by order of magnitute

Optimized how the inventory loads up large Index Trees by not priming them until they are accessed

Optimized how large number of plastic wraps are loaded from the server

Wrecks

Added the ability to stack wrecks in the Index Tree when the Index Tree is expanded

Added the ability to open wrecks in a new window by default when the Index Tree is collapsed

Added audio feedback when opening wrecks and when looting from wrecks

Added feedback blink on cargo hold to indicate items being moved there when looting

Added wreck icons and names from Overview to the Index Tree for better overview of wrecks

Added distance indicators for wrecks and greyed out state for wrecks out of range

All items have now a chance of dropping as loot, regardless where in the ship they were located. Excluded are only ships in the ship maintenance bay.

Scroll bars

Unified all scroll bars in the client to one type regarding functionality and visual style

Scroll bars light up when used which applies to both dragging them and using the mouse scroll wheel

Scroll bars become active once the user hovers the area of their function which applies to both windows and tabs within windows

Compact View

Created a new window settings icon for Compact View which switches the window it is part of between Compact View and Normal View modes

Implemented a new type of Compact view for Inventory windows with a compact Capacity meter

Corp Hangars

Corp hangars in ships have been converted to fleet hangars of the same size. All items in the corp hangars were moved to the fleet hangar.

It is now possible to give access to the fleet hangar and the ship maintenance bay separately to either corp member or fleet members (or both) through the inventory interface.

The settings for opening the fleet hangar or the ship maintenance bay are now saved per ship on the server. Don&#39;t forget to check the settings, if you boarded a carrier from a different pilot!

The fitting service of a ship maintenance bay is now always available to fleet and corp members, without restriction on concurrent users.

Containers in the fleet hangar can now be opened and interacted with by the pilot of the ship in space. Fleet or corp members with access to the fleet hangar can drop items into containers, but they are unable to open or remove the container.

Containers

The setting on audit log containers for auto-locking items is now stored per container on the server. This was stored on the client before and the default has be changed to "unlocked".

It is now possible to put items into freight containers, while being in space.

It is now possible to rename containers in your cargo hold or fleet hangar.

As an added bonus the Guristas Shuttle now has a Guristas skin for more added awesome.

Quafe Zero has been added to the market under Implants & Boosters/Boosters.

All faction control towers and starbase modules have been added to the market.

We also expanded the faction sub-category filtering to the Starbase section of the market.

Reorganized the Subsystems section of the market and added fancy new icons for each racial subsystem category.

As a general rule the Blueprints section of the market should now match the rest of the market. So if you know where to find something on the market, if you just start in Blueprints first it should be under the same section.

Outpost construction platforms are now on the market.

Faction towers can now be found in the market.

Faction drones have been added to the market.

Also added the fancy faction filter to the drones section of the market.

Subsystems are now arranged by race first then type.

The market now has a new "Special Edition Ships" category, for limited special edition ships, to prevent clutter.

Market group Remote Sensor Dampers has been renamed to Remote Sensor Dampeners

User Interface

Combat shortcuts do not work with the effects bar where they will act on the closest aggressor. When targeting using the combat short cut it will target the closest available aggressor that is not already targeted or being targeted.

Control-up in chat should now function in a more consistent manner

"Pilot is an outlaw" in the overview settings has been renamed "Pilot has a security status below -5"

"Pilot has a security status below 0" has had its tag and background disabled by default

The highlight frame for UI elements such as a text entry field has been toned down slightly from the bright white it used to be.

We&#39;ve given a bit of facelift to expandable menus (for example used in the fitting window and new bounty office) and the drop down boxes, so they look nicer now than they did before

The text in the Overview Settings for "Pilot is in your Militia" has been clarified now that this icon is applied to allied militia also.

Reintroduced the functionality of items and ships automatically sorting into their corresponding folders when moving a mixed group of them into the Items Hangar or Ships Hangar.

Clicking the "Loot All" button will always close the wreck or cargo container, even if it is empty.

Inventory window minimum width is now determined by the width of the Index tree. The maximum tree width is now the maximum Inventory window width.

We have fixed an issue where the Kill Report would not properly differentiate between BPO&#39;s and BPC&#39;s. We now show:

The correct copy/original icon for blueprints

The text (copy) or (original) behind the blueprint name to show which it is (like in the contracts)

Wrecks are looted in order from down up in the Inventory window.

EVE Voice, Mail & Chat

The channel configuration window is no longer blocking other UI elements and it is also possible to drag objects into the MOTD field to create links.

Corporations

Corporations now have Kill Reports accessible to all corporation members (no roles required.)

Drones

Ships will attempt to auto-recall their drones if the player&#39;s client disconnects whilst in space. Emergency warps won&#39;t be delayed by this, but drones will make their best effort to get back before the ship warps off.

Miscellaneous

Oxygen and Water have been moved into the basic commodities group to make sorting consistent with other similar materials.

Fixed a grammatical issue in the pop up window when attempting to add a contact without setting standing.

FixesCharacter Creation and New Player Experience

All mentions of Loan Contracts in the Contracts tutorial have been removed as Loan Contracts are no longer present in EVE.

A graphical issue with the Women&#39;s Excursion pants has been fixed.

Some specific characters that still had female Achura bra issues have been fixed.

Player Owned Structures, Outposts and Stations

Unpiloted ships are no longer kicked out of a password-restricted forcefield when their owner logs in.

Skills

Changed the industry prerequisite on the Amarr Prospector Basic certificate from 4 to 3 to bring it in line with the other races.

Changed level requirements for skills in the racial Industry Engineer certificates to be uniform across all four races.

The Covert Ops skill will now correctly apply its damage bonuses to the bombs that you launch.

The Astronautics Engineering skill description has been changed to indicate to new players that the skill is no longer in use.

Fixed a problem with the Freki that would allow you to fit three rigs instead of two. (Note you were unable to operate the ship after doing this)

The Malice Energy Neutralizer and Vampire bonuses are now properly working

The certificate for the following ships have been changed to better reflect their new balanced roles; Bantam, Breacher, Burst, Crucifier, Heron, Imicus, Inquisitor, Magnate, Maulus, Navitas, Probe, Tristan and Vigil.

Fitting screen: The display of available and used turret and launcher hardpoints has been improved to avoid confusion.

The "x" icon is various search fields is no longer overlapping long entries.

With the Control Tower Manger window, sorting structures by the state will now sort correctly.

Moving multiple items between containers (or pressing the "Loot" button) moves item stacks with a small volume first to increase the number of moved stacks before running out of cargo space.

When buying an item or placing a buy order in the Market Groups tab it will no longer refresh and flip back to the top of the page.

The names of scooped corpses are now displayed in all inventory locations

The message displayed when attempting to make active a ship or fit a module you do not have skills for will now list the level of the skills required to operate that ship or module.

The UI allocated for displaying Certificate descriptions has been increased

Resolved a slight disparity in Onlining Modules through the fitting window by right clicking the module.

Fixed an issue where the image of the ship from the Fitting window would stay on screen as it was being minimized.

Improved the picking of links for long station names in agent conversations.

Expanded folders in the tree view now remember their state (collapsed or expanded) when the tree is refreshed. In addition the Index tree will remain on the location of the tree of the selected folder, after a refresh. Note: a refresh occurs when a folder location is added or removed.

Fixed an issue where courier contract wraps would not display correctly in the Index tree of the Inventory.

Ancillary Shield Boosters will now show their shield boost rates in the Fitting Window.

Changed the certificate for the Tormentor from "Resource Harvester" to "Frigate Energy Turrets", in line with the ships rebalancing.

The Inventory Index will no longer change width based on the size of the Inventory window.

All corporate divisions in a station will now persist their size, stack and position settings. Stacked divisions will order numerically from lowest to highest. Division settings are saved on a per office basis.

Fixed an issue with the mouse sticking to UI operation (like resizing windows) after alt-tabbing out and back.

An issue affecting the sorting of some columns in the Compare tool has been resolved

Fixed an issue where a user could open a duplicate of their ship cargo Inventory when attempting to access POS out of range.

Fitting Cap Booster charges should now work correctly when dragging to either the 3D ship portrait or the module.

When adding someone to the Contact Watchlist, if they are online you will immediately see the Green online icon in Chat channels or a Station guest list.

Fitting Management - Fittings are now ordered by name alphabetically

The "Travel To" fleet broadcast option for station locations has been fixed.

The right mouse button can no longer be used in auto complete drop downs to avoid interacting accidentally with other UI elements.

"Scoop to Cargo Hold" is no longer available when creating a contract and right clicking a container.

Fixed an issue where the green highlight in the Inventory, indicating current active ship, would not update when changing ships.

Linking decorations (medals or certificates) in chat or notepad no longer opens a blank window

Switching from the Combat Log to the Skills page in Character Sheet should now work correctly.

Fixed an issue where the blink on a chat channel would be removed on joining or leaving another different channel.

Fixed an issue where the scroll would stop working for the Votes tab within the Corporation window.

There are no longer two entries of &#39;Regional Average&#39; in the advanced sell window

The fleet Drone Window (Guard/Assist) is now sorted correctly in alphabetical order.

The number of jumps displayed in the map when setting the end destination to a station is now correct.

Fixed an issue where the scroll of the Corp Blueprints tab of the Science & Industry window, when near a POS would stop working.

An issue has been resolved that caused module tooltips from displaying on deactivating modules

An issue that stopped Market items that contain quotation marks in their names from Exporting to File correctly has been resolved

The progress bar for skill training (under the character portrait on the Neocom) now accurately reflects how long left for the skill to complete.

Performance for the market window improved when using the "Filter by skills" setting.

Setting the destination of the Autopilot via the Science & Industry window will now set the destination to the station the job is in.

Fixed a spacing issue when putting a Territorial Claim Unit online.

Items within a container that were destroyed during a kill will now be listed and displayed in the Kill Report for that player.

Resolved an issue in the Fitting Window where you could group a single module with itself.

When using the Fitting Management window, the ship portraits will now correctly have their Tech Icons in the top left corner.

Can now correctly use "Jump through stargate" option on the last jump when the destination is a station.

Fixed an issue where the Inventory could be opened before logging into the game proper.

Fixed an issue where in rare instances not all corporation hangars would load up for a player when docking at their HQ.

Corporation names should appear in correct case and no longer all upper case.

You can no longer access the Market in a station in a Factional Warfare system that does not belong to your faction or your factions ally.

Opening the Ship Maintenance Bay or Fleet hangar via the right click menu will no longer append these as closeable windows in the Index tree of the Inventory, but instead expand the correct bay of the ship.

Fixed an issue where the drop down fields when editing filters was incorrect.

Corrected an issue where the intensity of the green highlight on active ship would increase when scrolling through the Inventory.

Fixed an issue where Fleet Hangars out of range would not gray out correctly in the Inventory tree view.

Player Owned Structures that are out of range will now correctly gray out in the Index tree of the Inventory.

Fixed an issue where attempting to access locked containers would open up the Inventory of your active ship instead.

Fixed an Inventory issue where the current active ships cargo would open instead of a wreck when overshooting it.

The alignment for the DUST 514 district contribution in Factional Warfare systems now correctly aligns with the System Capture Status bar.

The alignment of the DUST514 contribution icon has been fixed. The description text has also been rewritten and formatted for clarity.

The bracket icon for beacons no longer disappears when zoomed in

Show Info on a skill drag & dropped into chat now functions as expected

The Access Storage option is now available for Player Owned Structures that are anchored but not online.

Double clicking on your active ship in the scene while warping will now open or close the ships cargo.

Fixed an issue where a variable amount of time would expand the child folders in the Inventory Index tree when hovering an item over it.

The wallet will now correctly hide cents in the Journal if the setting is applied.

When resizing an Inventory window selected items will no longer become deselected.

Fixed how elements on icons (Faction, Tech level) could become offset when changing active ship.

Resizing the Index tree in the Inventory is now consistent with other windows in the game.

The "Non-Empty Container!" pop up, for example when creating a courier contract with contents in containers, has been made suppressible.

Dragging a mix of Ships and Items into the Items or Ships hangar will now logically move the correct items into the correct folders. Only the folder you dragged items into will blink. This also works for the Neocom.

Fixed an issue where the opacity of items would change after they had been selected.

Improved the Inventory Performance when assembling ships in rapid succession.

The Drone Bay is now available from the contextual menu when clicking on your own ship in space.

An Access Denied message will now correctly display when attempting to open a container you do not have access rights for.

The capacity bar for containers in Corporate Divisions will now display the volume used correctly.

Opening multiple containers via the right click menu will now work correctly and open them in a secondary window. If no more than one window is selected and shift is not clicked or the "Always open in separate window" option is not enabled, then the window being used is the one the container will open up in.

Fixed an issue where right click menus would not function correctly on some Mac OS versons

Icon positions will now refresh correctly when switching between different view modes and resizing the Inventory window.

Attempting to view corporate members ship bays via Member hangars now results in the correct message and will not instead jump to the users own ship cargo.

The UI allocated for displaying Certificate descriptions has been increased

An issue affecting the sorting of some columns in the Compare tool has been resolved

Show Info on a skill which has been dragged & dropped into chat now functions as expected

The UI allocated for displaying Certificate descriptions has been increased

There are no longer two entries of &#39;Regional Average&#39; in the Advanced Sell window

An issue has been resolved that caused module tooltips from displaying on deactivating modules

The bracket icon for beacons no longer disappears when zoomed in

An issue affecting the sorting of some columns in the Compare tool has been resolved

An issue that stopped Market items that contain quotation marks in their names from exporting to file correctly has been resolved

Show Info on a skill which has been dragged & dropped into chat now functions as expected

Linking decorations (medals or certificates) in chat or notepad no longer opens a blank window

Stacking penalty notification from all &#39;Armor Layering Membrane&#39; modules has now been removed. These modules have never been stacking penalized.

Used Laser or Mining crystals will now always be loaded instead of unused crystals.

Protected against a very rare case where ice harvesting would not return the correct amount of ice back to your ship.

The Reactive Armor Hardener now states in the description that it uses a zero-sum system that spreads 60% resistance across the four resistances.

Some named and faction smartbombs had incorrect meta levels. This has now been fixed.

Boosters and Implants

Fixed incorrect name for shield booster side-effect being shown as a bonus instead of a penalty in the Synth, Standard, Improved and Strong Mindflood Boosters

The descriptions on all "Inherent Implants &#39;Noble&#39; Repair Systems" and "Inherent Implants &#39;Noble&#39; Repair Proficiency" have been clarified to explain that they do not affect the effectiveness of remote repair.

The "Inherent Implants &#39;Noble&#39; Hull Upgrades HG-1008" has had it&#39;s text corrected to state the actual bonus it provides.

The "Poteque &#39;Prospector&#39; Astrometric Acquisition AQ-702" now has the bonus applied correctly.

Weapons & Ammunition

Trajectory issues for the Citadel Cruise and Torpedoes have been fixed and missiles now fly slightly closer to the intended range.

The meta level has been corrected for, "Caldari Navy Inferno Light Missile" from 3 to 2 and "Dread Guristas Inferno Light Missile" from 2 to 3, to bring them inline with other missiles of the same type.

Market & Contracts

The courier message when creating a contract with illegal items has been modified for clarity.

Items will no longer stay locked after opening several sell windows.

The location quicklist for searching contracts is now correctly displaying the last five locations.

NPCs

Fix Tracking Disruption on NPCs so that it is now correctly applied to your ship.

Fixed a rare issue when an NPC wreck that only contained a BPC would show up as empty in the overview/space.

Fixed name of an NPC logo from “Imperial Constructions” to “Amarr Constructions”

Corporation & Alliance

It is now possible to deliver items from the delivery hangar to corp members.

Wars: Fixed an issue where offering assistance to two separate entities who are at war with the same aggressor would fail one of them if the other was accepted.

It is no longer possible to kick a corp member who owns all corp shares without a vote

Improved the algorithm used to calculate war declaration fees

Agents & Missions

Fixed an issue where completing the Level 5 mission Reclamation was sometimes not possible due to not being able to inflict damage on the colonies.

Miscellaneous

Items being moved between containers inside corp hangars now cause their respective inventory windows to update.

Fixed an incorrect attribute on the "Hybrid Slaver Hound", that was causing incorrect information to be displayed in the Show Info for this item.

Increased the volumes from none to 0.01 m3 for "Nanite Interfacing" and "Nanite Operation" in line with other skills of this type.

Issue fixed where the corporation hangar in the inventory would break if there was a secure container in a division and character did not have take rights to the division.

Salvaging a wreck with packed ships inside is now using the correct volumes for deciding if the wreck can be salvaged at all.

Refactored the code for secure containers.

Fixed a grammatical error in the description text for the "Ammatar Consulate" Corporation.

Fixed the text in the "&#39;Mafia&#39; Energized Kinetic Membrane I Blueprint" for the item it produces, to be correct.

When trying to offer a surrender on an already retracted war, you will receive the correct error message.

The description for exhumers is now correctly referencing the skill "Exhumers"

The Ragnarok construction requirements have been adjusted to better reflect the actual ship. Capital Launcher Hardpoints are no longer required, however the Capital Turret Hardpoints have been increased to reflect this.

Ships will now automatically deactivate any outgoing locks when the pilot disconnects from the server

EVE Voice, Mail & Chat

URL autolinking in chat has been slightly improved.

Drones

Fixed an issue where a player could sometimes jump while their EW drones had a target engaged.

Drones (and especially fighters) are now avoiding friendly force-fields on their way to a target to avoid canceling the attack.

You can now stack packaged drones within a full drone bay while docked.

The Berserker TP-900 drone is now correctly listed in the market under the Electronic Warfare drone category.

Stratics is the oldest continually running MMORPG Fansite on the Internet. Founded in 1997 Stratics has served the Ultima Online Community for 18 years. We strive to provide the most complete social experience for Ultima Online players.